Remove RS_KIND from vertex arrays types.
Legacy vertex programs now bind by name just like the user programs.
This removes the need for two different ways of declairing the same
information.
Change-Id: I0178c0962842a1bbffb6726984ae1b8f5bb7529c
diff --git a/libs/rs/rsVertexArray.h b/libs/rs/rsVertexArray.h
index 3904cb6..e5b51d7 100644
--- a/libs/rs/rsVertexArray.h
+++ b/libs/rs/rsVertexArray.h
@@ -43,7 +43,6 @@
uint32_t stride;
bool normalized;
String8 name;
- RsDataKind kind;
Attrib();
void set(const Attrib &);
@@ -53,8 +52,9 @@
void clearAll();
void setActiveBuffer(uint32_t id) {mActiveBuffer = id;}
- void addUser(const Attrib &, uint32_t stride);
- void addLegacy(uint32_t type, uint32_t size, uint32_t stride, RsDataKind kind, bool normalized, uint32_t offset);
+ void add(const Attrib &, uint32_t stride);
+ //void addLegacy(uint32_t type, uint32_t size, uint32_t stride, bool normalized, uint32_t offset);
+ void add(uint32_t type, uint32_t size, uint32_t stride, bool normalized, uint32_t offset, const char *name);
void setupGL(const Context *rsc, class VertexArrayState *) const;
void setupGL2(const Context *rsc, class VertexArrayState *, ShaderCache *) const;